Closed taltamir closed 4 years ago
Also, I am bit baffled by the maximizer building code. how exactly is it indicating a target accessory slot? as far as I can tell the maximizer does not allow specifying an accessory slot when telling it to equip something
This is not something mafia will handle for us. So we will have to take care of it on our side
Looks like Veracity caved and changed the mafia handling for us. Time to close.
Context
Current Behavior
Someone reported this via discord and I confirmed it is an issue. They didn't provide much details on their side but it was not needed since it is so easy to replicate.
Neither mafia nor kol automatically remove work boots before attempting to equip fancy boots. As a result you can run into this error where it is trying and failing to equip work boots.
Now, it should not happen because we only try to equip them to acc3. but are not actually forcing them into acc3 and if something else already wanted to be there then I think (code is a bit over my head) that it might end up going in acc1 or acc2 slot.
I think there are several ways to solve this.
in auto_pre_av.ash we could replace this
with
in auto_equipment.ash we could change autoEquip function. I am thinking add into it a call to another function called boolean stripIncompatibles(slot s, item it)
has a list of items with known issues like this and first strips you of incompatible items. Such as the work boots vs fancy boots incompatibility issue. Or if you are trying to add an off-hand item, strip any 2handed item currently equipped and add 1hand to maximizer, etc.
I am leaning towards the second option. But would like to discuss this first with the rest of the team.